Yep, the DMP is officially in beta! I gave the first public copy to John and he's gonna be streaming it over the next little while. Once he's done (and I've fixed any bugs he finds), I'll upload it here for everyone to enjoy.
So...yeah, this has definitely taken way too long to finish. I'm painfully aware of the extended dev time of this project and I would like to apologize to everyone who has taken the time to make a submission: it is not an unrealistic expectation to want to see your hard work displayed to the public in a timely manner and I did not deliver that outcome. I will detail why below, but I am aware that reasons and excuses are two different things and I do not do this to absolve myself.
I started up the Doomworld Maximum Project in February last year as a means of revitalizing the spirit of the Doomworld Megaprojects of yore and at the time I was somewhat free of IRL obligations, so I felt like I could handle managing the project alongside MAYhem and the Abyssal Speedmapping Sessions. Fast-forward a couple of stagnating months and I decide to enrol in some higher education, try and make my way up in the world: I moved towns, set up somewhere new and started going back to school...while also handling the DMP, MAYhem and ASS.
Yeah, you can kinda see how things went a bit pear-shaped. MAYhem 2021 was severely hamstrung by the fact that I was preparing to move during May and between MAYhem 2022, hosting (and compiling) monthly speedmapping sessions and doing my best to keep on top of my schoolwork, things kind of came to a head this year. This also wasn't helped by some incredibly frustrating compiling bouts for the DMP, which eventually wore me down to the point that I went "fuggit" and delegated the work to someone else (thanks @roadworx, you're an absolute lifesaver).
So yeah, those are my reasons for why it has taken this long to get DMP2021 done. I will do my best to learn from my mistakes and hopefully not repeat this incident going forward.
/me knocks on wood